Mobile Immersive Computing: Today and Beyond
summary
Google Daydream and Tango teams report working with hundreds of developers and identify concrete wins and roadblocks: narrative where players are acknowledged (examples: Lola and the Giant) and museum/timeline layering (Tango Detroit Institute project) drive engagement; escape-room style asymmetrical multiplayer keeps social playroom-friendly; motion comfort improves with tunneling to reduce nausea as used in Daydream Elements and Eclipse: Edge of Light; system-level notifications remain distracting but comic-book HUDs (Untethered) show viable in-world alternatives.
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chapters (8)
- 0:00Intro
- 0:32intro
- 3:43Involved Narrative
- 9:28Social Discomfort
- 13:01Media Competition
- 20:18Layers, metaphorically
- 23:59Re-emergence of space
- 29:40Thank you!
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